请用babylonjs写一段网页完整代码,使用4X4矩阵方法,三角形围绕一条直线缓慢转动
时间: 2024-05-14 16:18:27 浏览: 6
以下是使用BabylonJS创建一个页面,使用4x4矩阵方法,使三角形围绕一条直线缓慢旋转的完整代码。
```html
<!DOCTYPE html>
<html>
<head>
<title>BabylonJS 4x4 Matrix Demo</title>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
<style>
canvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<script>
// Set up the BabylonJS scene
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);
// Create a camera and attach it to a light
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 0, 0), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
// Create a triangle mesh
var triangle = BABYLON.MeshBuilder.CreateDisc("triangle", { radius: 1, tessellation: 3 }, scene);
// Set up the initial positions and rotations
var angle = 0;
var axis = new BABYLON.Vector3(0, 1, 0);
var position = new BABYLON.Vector3(0, 0, 0);
var scale = new BABYLON.Vector3(1, 1, 1);
triangle.scaling = scale;
// Define the render loop
scene.registerAfterRender(function () {
// Increment the angle and set the rotation matrix
angle += 0.01;
var rotationMatrix = BABYLON.Matrix.RotationAxis(axis, angle);
// Set the position matrix
var positionMatrix = BABYLON.Matrix.Translation(position.x, position.y, position.z);
// Combine the rotation and position matrices
var matrix = rotationMatrix.multiply(positionMatrix);
// Set the final matrix as the triangle's world matrix
triangle.setPivotMatrix(matrix);
});
// Start the engine and render the scene
engine.runRenderLoop(function () {
scene.render();
});
// Resize the canvas when the window is resized
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>
```
在这个代码中,我们使用了`BABYLON.Matrix`类来创建矩阵并将其应用于三角形网格。我们使用`BABYLON.Matrix.RotationAxis`方法来创建一个旋转矩阵,并使用`BABYLON.Matrix.Translation`方法创建一个平移矩阵。然后我们将这两个矩阵相乘,以获得最终的变换矩阵。最后,我们将这个矩阵设置为三角形网格的世界矩阵,以使其旋转和移动。